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options.h
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/**
* options.h
*
* the MicroChess project: https://github.com/ripred/MicroChess
*
* The options_t structure holds flags that are used during the game
* to enable or disable various features of the chess engine.
*
*/
#ifndef OPTIONS_INCL
#define OPTIONS_INCL
#include <stdint.h>
////////////////////////////////////////////////////////////////////////////////////////
// The settings for a game
struct options_t {
public:
// This stuff changes at runtime during the game and can be modified
uint8_t
max_max_ply : 3, // The ultimate maximum ply level
random : 1, // Add randomness to the game when True
max_quiescent_ply : 3, // The maximum ply level to continue if a piece was taken on a move
live_update : 1, // Periodically update the LED strip and other external indicators as we choose a move
maxply : 3, // The nominal max ply level
profiling : 1, // We profiling the engine when True
continuous : 1, // True if we play games continuously one after another
integrate : 1, // Integrate recursive return values when True
openbook : 1, // Use opening book when True
shuffle_pieces : 1, // True if we want to process the pieces in a random order
minply : 3, // The minumum ply level to complete for a turn
white_human : 1, // Flags indicating if white player is human or not
black_human : 1, // Flags indicating if black player is human or not
alpha_beta_pruning : 1; // Use alpha-beta pruning when True
uint32_t seed; // The starting seed hash for prn's
print_t print_level; // The verbosity setting for the level of output
uint32_t time_limit; // Optional time limit in ms if != 0
index_t mistakes; // The percentage of times the engine will make a mistake
index_t randskip; // Randomly skip ply depths percentage
// This stuff stays the same at runtime during the game, and can't be modified during the game
static uint32_t constexpr move_limit = 100; // The maximum number of moves allowed in a full game
static int constexpr low_mem_limit = 810; // The amount of memory used as reported by the compiler
// Adjustable multipiers to alter the importance of mobility, center proximity,
// material, and king bonus metrics during board evaluation. Season to taste.
static long constexpr materialBonus = 1L;
static long constexpr centerBonus = 1L;
static long constexpr kingBonus = 1L;
static long constexpr mobilityBonus = 1L;
public:
options_t();
}; // options_t
#endif // OPTIONS_INCL